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<html lang="en">
	<head>
		<title>three.js webgl - lights - point lights</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				background-color: #000;
				margin: 0px;
				overflow: hidden;
			}

			#info {
				position: absolute;
				top: 0px; width: 100%;
				color: #ffffff;
				padding: 5px;
				font-family: Monospace;
				font-size: 13px;
				text-align: center;
			}

			a {
				color: #ff0080;
				text-decoration: none;
			}

			a:hover {
				color: #0080ff;
			}
		</style>
	</head>
	<body>

		<div id="container"></div>
		<div id="info">
			<a href="http://threejs.org" target="_blank">three.js</a> - point lights WebGL demo.<br />
			Walt Disney head by <a href="http://davidoreilly.com/post/18087489343/disneyhead" target="_blank">David OReilly</a>
		</div>

		<script src="../build/three.min.js"></script>

		<script src="js/loaders/BinaryLoader.js"></script>

		<script src="js/Detector.js"></script>

		<script>

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var camera, scene, renderer,
			particle1, particle2, particle2,
			light1, light2, light3, light4,
			object, loader;

			var clock = new THREE.Clock();

			init();
			animate();

			function init() {

				var container = document.getElementById( 'container' );

				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
				camera.position.z = 100;

				scene = new THREE.Scene();

				loader = new THREE.BinaryLoader( true );
				document.body.appendChild( loader.statusDomElement );

				var callback = function( geometry ) {

					object = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial( { color: 0x555555, specular: 0xffffff, shininess: 50 }  )  );
					object.scale.x = object.scale.y = object.scale.z = 0.80;
					scene.add( object );

					loader.statusDomElement.style.display = "none";

				};

				loader.load( "obj/walt/WaltHead_bin.js", callback );

				scene.add( new THREE.AmbientLight( 0x000000 ) );

				var sphere = new THREE.SphereGeometry( 0.5, 16, 8 );

				light1 = new THREE.PointLight( 0xff0040, 2, 50 );
				light1.add( new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0xff0040 } ) ) );
				scene.add( light1 );

				light2 = new THREE.PointLight( 0x0040ff, 2, 50 );
				light2.add( new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0x0040ff } ) ) );
				scene.add( light2 );

				light3 = new THREE.PointLight( 0x80ff80, 2, 50 );
				light3.add( new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0x80ff80 } ) ) );
				scene.add( light3 );

				light4 = new THREE.PointLight( 0xffaa00, 2, 50 );
				light4.add( new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) ) );
				scene.add( light4 );

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );

				//

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();

			}

			function render() {

				var time = Date.now() * 0.0005;
				var delta = clock.getDelta();

				if( object ) object.rotation.y -= 0.5 * delta;

				light1.position.x = Math.sin( time * 0.7 ) * 30;
				light1.position.y = Math.cos( time * 0.5 ) * 40;
				light1.position.z = Math.cos( time * 0.3 ) * 30;

				light2.position.x = Math.cos( time * 0.3 ) * 30;
				light2.position.y = Math.sin( time * 0.5 ) * 40;
				light2.position.z = Math.sin( time * 0.7 ) * 30;

				light3.position.x = Math.sin( time * 0.7 ) * 30;
				light3.position.y = Math.cos( time * 0.3 ) * 40;
				light3.position.z = Math.sin( time * 0.5 ) * 30;

				light4.position.x = Math.sin( time * 0.3 ) * 30;
				light4.position.y = Math.cos( time * 0.7 ) * 40;
				light4.position.z = Math.sin( time * 0.5 ) * 30;

				renderer.render( scene, camera );

			}

		</script>
	</body>
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